The Tabletop Nature of Fallout 3: Van Buren
Subscribe:  iCal  |  Google Calendar
7, Mar — 12, Jun
San Francisco US   19, May — 24, May
London GB   29, May — 1, Jun
Birmingham GB   1, Jun — 4, Jun
Taipei TW   5, Jun — 10, Jun
Latest comments
5 hours ago

$16 for a *very* non-performant material? If this was intended for use in high-detail scenes, not meant for gameplay, one would generally just use a flipbook animation, or looping HD video texture (both of which are higher quality and available for free all over). I love options, but c'mon, that's pretty steep. $5, maybe. And you can loop in materials, using custom HLSL nodes. Also, there are better ways of doing this, all around. Somewhere on the forums, Ryan Brucks (of Epic fame) himself touched on this. I've personally been working on a cool water material (not "material blueprint", thankyouverymuch) and utility functions, and am close to the quality achieved here, sitting at ~180 instructions with everything "turned on". The kicker? It's pure procedural. No textures are needed. So this is cool, no doubt about that. In my humble opinion though, it's not "good". It doesn't run fast, and it's more complicated than it needs to be.

Lee is right - you can use a gradient effect when you vertex paint in your chosen 3d modelling platform (I've done it in max), meaning the wind effect shifts from nothing to maximum along the length of the leaf/branch/whatever.

by Lee Stojkovic
6 hours ago

I'm fairly certain you can vertex paint the bottoms of the foliage and control the movement using vertex colors along with the wind node. I did this in an earlier project and was able to create a scene with grass that moved less and less as it went down until stationary. I created the grass and painted the vertexes black to red (bottom to top) in Maya.

The Tabletop Nature of Fallout 3: Van Buren
17 November, 2015

A long time ago Interplay Entertainment used to make and publish great games. One of those games was the original Fallout. The series, while not a big blockbuster, had a direct sequel. There was a third title as well code-named Van Buren. The project never came to be, as Bethesda bought the Fallout license and took the game in a totally different direction. However, there are still hundreds of fans out there, wishing to see the original vision of Fallout 3.



For these hardcore fans Chris Avellone (Van Buren‘s designer) talked at NYU Game Center’s Practice 2015 conference about the game and its pen and paper roots. Polygon was lucky enough to witness the talk and lived to tell about it. The greatest thing was the tabletop nature of the game. Fallout 3: Van Buren was based on tabletop mechanics which could be practiced by designers in the office. The whole prototype was built with paper and a pencil. The game was basically a huge book, filled with hundreds of cool ideas.


Interestingly enough some of the ideas of Van Buren were taken into Fallout: New Vegas. A lot of the characters and areas from the canceled game made it into the world of New Vegas. For example, you could really influence the whole Wasteland and communicate extensively with your partners. These features are present in New Vegas.Iit’s great to know that we had at least a glimpse of what the original game had to ofer.


If you want to learn more about Van Buren be sure to check out this link. The tech demo of the game is also available for download.


Leave a Reply

Be the First to Comment!